Rogue Wiki
Back to rogue-mud.com
Wiki The World Areas

Areas

Everywhere you can go, sorted by the level it is built for.

The playable world is one continuous map, so areas sit next to each other in ways that make geographic sense and you can walk from any of them to any other. Aurin is the hub, and three roads leave it: Mistwood Road north, Silverwood Road south, and Dawnshore Road east. Almost everything in Loralei hangs off one of those, and the northern road eventually climbs a mountain pass into Kranos.

The level ranges below are recommendations rather than gates. Higher-level characters still have reasons to visit low-level areas, for gathering, faction work and clearing pests, and there is nothing stopping you walking into somewhere far too dangerous. Nothing on this page gives away a quest solution or how to handle a boss.

Aurin and the Loralei realm#

Area Levels What it is
Explorer's Training Grounds 0 to 4 Padded posts and practice dummies beneath the Explorer's Guild, and the first thing every adventurer hits. Death costs you nothing here.
Aurin Meadows 1 to 5 Open grassland and gentle slopes outside the walls. Boars and field rats, and the first fight that is genuinely real.
Sunmere Meadow 1 to 9 Sunlit grassland and farmland just past the gates. Lambs, sparrows, and the odd meadow brigand looking for trouble.
Aurin Caverns 6 to 10 Tight, dripping passages beneath the foothills. Bats, troglodytes, and the occasional crystal serpent.
Northmere Woods 10 to 16 Old, half-flooded forest north of the town. Wolves and bandits in the trees, restless dead along the altar road.
Aurin Sewers 15 to 19 The dark beneath the streets. Rats, slimes, and a brood mother who does not want guests.
Aurin South Beach 15 to 24 Shifting sand and tidepools along the southern coast. Coral vipers, driftwood golems, and a siren riding the riptide.
Aurin Swamps 20 to 24 Stagnant water and hanging moss south of town. Crawlers, vipers, and a bog hag who lets you pass if you do not provoke her.
Aurin Beach 25 to 29 Salt wind, sand crabs and shark-filled shallows along the eastern coast. Reavers run the cove.
Silverleaf Woods 30 to 35 Pale-barked old growth west of the swamps. Wardens, treants, and stories of someone who hunts the hunters.
Aurin Cemetery 35 to 39 Iron gates and leaning headstones west of the woods. Wights, wraiths, and corpses that have not finished arguing about it.
Valdris Manor 44 to 60 A haunted noble estate of grounds, halls and crypts. Shades of the Valdris family linger, and young Essara is not done grieving.
Aurin Catacombs 58 to 63 Ashen crypts beneath the cemetery. Tomb wardens, sepulcher shades, and an overseer who has been counting the dead too long.

The Kranos realm#

Area Levels What it is
Ironwood Forest 8 to 15 Wooded foothills outside Olympus. Beetles, lynxes, brigands, and a bear that does not appreciate visitors.
Olympus Beach 18 to 24 Sand and surf below the capital. Crabs, reef sharks, sea serpents, and the odd shipwreck ghoul washed ashore.
Warfleet Docks 18 to 20 The working waterfront of Kranos. Dock rats, wharf thugs, drunken sailors and smugglers, with a dock warden keeping a lid on it.
Olympus Arena 5 to 45 A tiered fighting pit inside the citadel with graded opponents, from raw recruits up to the reigning champion. Decimus at the gate decides who is ready.
Olympus Catacombs 100 to 110 A buried legion crypt beneath the capital, and the largest area in the game. Risen praetorians and ashen revenants guard something called Ignaroth.

Cities, settlements and landmarks#

These are places to be rather than places to grind. Most have no hostile population at all.

Aurin is the capital of Loralei and by far the largest city in the game. Sunward Avenue, Mistweft Road, Tidegold Row, Merchant Way and Pearlward Promenade carry most of the traffic. It holds the Explorer's Guild, the Warrior's Guild, the Thieves Guild, the Merchant's Guild, the Mage Tower, the Physician's College, the Temple of Loralei on Loralei's Walk, the Pearlvault Bank, the Aurin Post Office, the Radiant Hearth Inn and a long run of shops.

Aurin Docks sits at the end of Mistwood Road: a harbourmaster, a chandler, a fishmonger, a priestess, two inns and the caravan yard that runs goods inland.

Aurin Lighthouse, south along Silverwood Road, is a tower on the coast with fifty-odd rooms and nothing living in it.

Aurin Plantation, east along Dawnshore Road, is working farmland: stables, a press house, a dairy, and the staff who run it. The livestock and vermin are level 1 to 10, which makes it a quiet alternative to the meadows.

Dawnhollow Village lies further east again, a small valley settlement of thatched roofs and golden birch, with a beekeeper, an herbalist, a barkeep and a sunkeeper.

Olympus is the capital of Kranos: a mountain citadel of drill yards and grey stone, holding the arena, the legion's quartermaster, an armourer, a weaponsmith, a treasurer and the High Priest of Kranos.

The Northern Ocean off Aurin and the Western Ocean off Warfleet are open water. They are sailed rather than walked.

The Gates of the Underworld is where death sends you: archways of shadow and bone, a cold mist full of half-remembered names, and Verathos the Gatekeeper standing eternal watch. Ask him about return and he will tell you the price. See Death.

Built but not yet linked#

These are finished places with no road, stair or door currently leading to them. They are worth knowing about because they are where the world grows next, and because the in-game help areas already lists some of them.

Brinewarrens is the largest of them: a smuggler's warren of over three hundred rooms beneath the docks, built around three rival factions. Syndicate thugs work the entrance and faction bosses hold the depths, and the whole place runs from roughly level 15 to level 40. Its reputation system is live and documented under Factions.

Olympus Sewers are dank tunnels beneath the citadel, level 1 to 5, holding vermin, plague cultists and a thing called the Defiler at the bottom.

Ironvein Mines and the Ironpeak Trail above Olympus form a pair: a switchback mountain road leading to a dwarven settlement carved into the rock, with an armoury and workshops rather than a monster population.

The Iasos Plains are a hundred rooms of salt-grass and storm-light beyond the shore of Thalos's archipelago, holding level 1 to 5 wildlife: voles, hares, adders, herons and jackals.

Morrigan, Sivaine's city of black glass, is only lightly built so far. Its obsidian tiers guard an ancient black dragon called Vorreth.

Working out where to go#

level tells you where you stand. Beyond that, the simplest rule is to fight things within a few levels of yourself: far below you and the experience dries up, far above and you will not survive the round.

consider <target> gives you an honest read on a single creature before you commit to it. In the browser client the mapper draws every room you have visited and can be searched. On telnet, minimap on prints a small local map with each room description.

help areas gives the game's own version of this list, and compass destinations covers everything worth reaching inside Aurin itself.